For RPG sessions, I've been using variants of my Kevin's Krawl rules. The basic mechanic is simple - a roll on 2D6s of 7 or more is good but less than 7 is bad. I realized I could use that same mechanic for my starfighters.
There are 2 phases:
- Maneuver - each of the player's fighters rolls 2D6.
- 2-6 means that the enemy has a shot at the player's fighter
- 7-9 means that fighter can shoot at an enemy
- 10+ means that they player's fighter has managed to tail an enemy (shooting bonus)
- Shooting - once again each shooter rolls 2D6.
- 2-6 misses
- 7-9 causes 1 hit
- 10+ causes 2 hits
I ran a short mission with Gunn and Rowe on patrol. Their mission was largely uneventful, although they encountered 3 enemy craft (which fled after being damaged - I remembered to roll for break off after each round).
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